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10/17/12 6:27:37 AM#81
Non-instanced housing does little for me. Without PvP, it simply becomes either a blight on otherwise potentially interesting territory or it becomes a pointless trudge through other people who would rather stick to social cliques anyway. When PvP and power struggles come into play like Eve, the decision becomes one of whether to participate and make the game entirely about that power struggle or to ignore and scrape by with little to no territory. I have a difficult time choosing what the #1 most important thing is, but I'm going to say it's "Being able to do what I want." While I like a truly robust crafting system or at least something with a variety of professions which do useful things to gain money and power, it's simply one major boost to doing what I want. I've played games where there is little more than combat, yet I had the option to go where I wanted. Quests existed but they were not the means to levels nor were they mandatory aside from access to certain dungeons. Level 20 did not mean you were in the desert, it meant that you had the power of a level 20 and while most people would be comfortable fighting in the desert as the monsters there are meant to be a proper challenge, maybe the forest where level 10s hang out is still productive and yields useful drops. Perhaps I've got the gear and skills to take on the castle where level 40s play. That's my choice. I don't suffer from "You can't hit this enemy because you are too low level even if you should be able to crush it" or "This enemy is pointless for you to fight so you should just go to the next area" syndromes. Where I go is limited by what I can do, not what the rails tell me to. I'd like to know that I can go to the places I like and bring who I want and we'll both get something out of it. |
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10/17/12 6:37:07 AM#82
The community. Rift was a decent game, but my gf and I left it within the first month because of the piss poor full retard nerd community that was heavily dominating the game.
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10/17/12 6:37:37 AM#83
Players need a rerason to feel invested in the MMO. The need a reason to come online for considerable amounts of time and play for months. How you can achieve that is not easy to say. I would go down the line of factional combat. I have never seen anything that built a sense friendship and allies as much as that. You need to be able to see your land as opposed to theirs, so WVW and Open world PvP is not the way to go. Focusing on guilds like they did in AoC and combining that with the factional system of DAOC would be the best way to implement this. Maybe you don't want to fight a war? How about crafting for a war, supplies and war machines, without you we could not win. Maybe you don't like crafting? How about using diplomacy ala Vanguard to swing border towns to our side? Give players a feeling they are needed, by their nation or race, by their guild and by their allies. |
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10/17/12 11:22:58 AM#84
For me it's a beautiful explorable world. Exploration is A number 1 when it comes to MMOs for me.
edit: Sure I'd like non-instanced housing too (I even like instanced housing if it's good like EQ2), but it would have to have loads of craftable items and a profession of carpentry and open decorating not zoned decorating. So yeah....not gonna be seein' it soon. President of The Marvelously Meowhead Fan Club |
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10/17/12 11:26:49 AM#85
Originally posted by bunnyhopper Oddly, i kind of agree with you. However, i am NOT thinking about the social aspects, which i don't care much anyway. Have to "work with" other people and cannot just play at any time is a drag. Anyway, i recently played a game called Orcs Must Die. Essentially it is a 3D tower defense game, with action combat. You can place traps and other stuff in the level, while you fight the orcs. I think playing "housing" can play such a role. Combat-centric structure that are "owned" by players can add a bit to combat. Destroyable structure with the ability to customerize with healing station, turret, traps, locks .... And it does not have to be just pvp. You can also send NPCs to attack the structure (like a tower defense game without a fix route).
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10/17/12 11:33:08 AM#86
I think it is inclusive gameplay. If the game doesn't make you want to play with other people then it might as well be a single player experiance.
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10/17/12 1:01:45 PM#87
Originally posted by Grakulen "play with other people" is not the only reason why you need a MP game. You can't trade in auction in a single player game. You can't show off your gear in a single player game. And some people play MMOs because of the more complex class/combat set up compared to single player game. Not everyone play a MMO to "play" with others.
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erictlewis
Hard Core Member
Joined: 11/08/08
The definition of insanity is doing the same thing over and over while expecting different results. |
10/17/12 1:08:09 PM#88
Originally posted by Mannish Actually no. EQ2 is instanced, you have a few places where you click on a door, or click on an object to zone into your house. Now I love my house in eq2 it is in Freeport, but it would be nice if they had a zone that was like a nieghborhood you could set your houses at. There are so many quests in eq2 there is litteraly not a place on any map that you could set a house down and not affect a quest. SWG was the only one that i knew that you could place your house almost anywhere, and or city.
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10/17/12 1:44:39 PM#89
I think housing is the least important thing lol... Possibly even a detriment to a MMO, as it removes players from the city and makes the game feel desolate.
Though combat/gameplay is incredibly important to me, as this has been the reason I didn't stick with a couple games, I'm going to have to say character development is the most important. Statistical, fun and time consuming character development, post-max level... Through a combination of "gear treadmills" and alternate advancement (ala EQ/2). If there is no continued character progression, I generally don't take the game seriously and won't play for very long. |
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10/17/12 1:48:55 PM#90
Most important thing in an RPG - is adventure :) In an MMO is the player base,that is what makes it be MMO. |
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10/17/12 1:49:36 PM#91
I totally disagree, for me the most important thing in a MMORPG is community. If people is polite or not, if players help other players or not, if players number (or base) is low or high: who care about housing or other ascpects if community lacks? Without communiti Massive Multiplayer are empty words. |
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10/17/12 1:58:55 PM#92
I shall wait for archeage to state my verdict, although I have always thought not having a trading post would be the greatest community building factor possible as seen in old runescape.
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